Can you bid nil spades




















This makes the blind option just a catch-up option, and keep the game competitive. Finally, the minimum bid rule pretty much enforces playing good cards well, and not turning it into a game of chicken with the other team a problem with normal suicide. The main rule I strongly endorse is that you only trade ONE card, on blind-nil bids only. No trading cards in any other situation - the only purpose is to avoid the "oops, guy going blind nil has the Ace of Spades" case which makes the whole round more or less pointless.

Other than that I have also frequently played with a "must be X points behind" rule on blind nil. Is it really happening successfully so often that it overshadows all else? I think lilserf's suggestion is the best way to go - either eliminate passing altogether or limit it to that one worst case scenario.

But, as another alternative, if your group has gotten "nil-happy," perhaps you could try the "suicide" variation on Spades where one partner from each team is forced to go nil every round.

It wouldn't eliminate the large point swings, but perhaps it would better fit some of the player's playing style in your group. Certainly changes the dynamic of the game and it's fun to mix it up every now and then. Nice to see a spades question here. I used to play spades a lot around but haven't played at all recently. I generally hate blind-nils and we used to outlaw those. Like bidding on the game show The Price is Right, you want to bid as close as possible without going over.

Going nil is definitely the most nerve-wracking way to bid, either in a regular game, or a partner spade game! The three main factors when deciding how to bid in spades and partner spades is to count your high cards , see what trumps you have , and suit length in your hand. Having a few queens is not nearly as good as having a few queens and also an ace and king to ensure that, barring someone taking a trick with a spade those are virtually guaranteed tricks for you.

Unless, of course, your suit length is quite high. To create your best Spades strategy check the important Spades Terms for most credibility and courage. Newbies learning how to play spades often engage in some simple gambling methods that may sound reasonable, but are a very bad idea strategically! But in general, that is a terrible strategy to engage in with no caveats. For example, when you have the Queen of Spades. It may be drawn out and wasted when someone plays a bigger spade.

See more helpful tips from our friend Peter Hollands in the video below. The strategy is practical as long as the other cards are evenly distributed among your competitors. So you can assume that at least half of your swords have a good chance of being tricks along with any other trumps you have. Beware of overly optimistic trick bids unless you have a stellar hand, as well as pessimistic low bids that may load you up with bags.

A punishment to those who play it too safe, and a potential saving grace for someone who might have gone negative in a round or two. Going nil can be an effective way to slingshot back into a lead after too many bags or going under on too many hands. It can also be an easy way to go into the negative! Register for Free. Some play that in the first deal of a spades game there is no bidding.

The cards are played in the usual way and each team scores 10 points for each trick taken. This does not seem to be a very good rule - it reduces the scope for skill without any compensating advantage - but Jeffrey Jacobs reports that some people like to play this way.

There is great variety in the special bids or actions a player may be allowed to make during his turn to bid. Some of the possibilities are listed below. Some play that the dealer leads first, rather than the player to dealer's left, and may lead any card except a spade.

On the first trick, some require that everyone must play their lowest club. A player who has no clubs must discard a diamond or a heart. No spades may be played to the trick. In this variation, on this first trick it does not matter much in what order the four players play their cards - but if you want to be fussy then the holder of the 2 of clubs should lead, and the others play in clockwise order.

The trick is won by the highest club played. In the first trick, some allow a player who has no clubs to play a spade on the trick. In this case the trick is won by the highest spade if a spade is played.

As the order of play to the trick may now be important if you are going to play a spade you would rather wait to see if someone else plays a higher spade first , the holder of the two of clubs should lead to the first trick or the holder of the lowest club in play if you are playing with jokers and the two of clubs was discarded. Tricks in excess of the contract overtricks or sandbags may be worth minus 1 point each rather than plus 1.

In this case the penalty for accumulating 10 overtricks does not apply. Some players use the units digit of the score to count sandbags, but do not regard it as being part of the score - so sandbags are in effect worth nothing until you have 10 of them, when they cost you In this variation if your score was and you bid 7 tricks and took 9 your score would become not Some people play that there is a special card which cancels one sandbag on that hand for the side that takes it in their tricks.

If the side which wins the special card makes no overtricks, or loses their bid, the special card has no effect. The special card may be either a fixed card - for example the three of spades - or may be determined afresh by cutting a card before each deal. Some play that if a team takes at least twice as many tricks as they bid they lose their bid for example if they bid 4 and win 8 or more tricks they score Some play that the penalty for taking fewer tricks than were bid is 10 points for each trick by which the team falls short of the bid, rather than 10 times the bid.

Some play that if a side's cumulative score is minus or worse, that side loses the game and of course the other side wins. Some players set the target for winning the game at points rather than Others play with a target of only Playing with aces: Michael Mitchell reports a variation in which a partnership scores a point bonus for holding all four aces and bringing them all home in tricks, provided that they announce this before the play.

A player who holds all four aces can simply announce it. A player with three aces can ask partner: "can we go aces? Holding only two aces the player asks instead: "is it possible to go aces?

These announcements may be made at any time before the start of play - before, during or after the bidding. There is no penalty for a team that announces four aces but fails to win them all.

This variant is normally played without nil bids, and with both jokers and the two of spades ranking as highest trumps above the ace of spades, so that the spade ace is not a certain trick. In rec.

Bids are for the number of tricks the individual player will make, and in the play, it is compulsory to beat the highest card so far played to the trick if you can; this includes playing a spade if you have no card of the suit led. This is played between three teams of two, partners sitting opposite so there are two opponents from different teams separating you from your partner in each direction. A card deck is used, consisting of two standard 52 card decks mixed together with two low cards removed.

Some groups remove both twos of diamonds, others remove both twos of clubs. The bidding and scoring are the same as in the 4 player game, and similar variations are possible. In the play, if two identical cards are played to the same trick, the second beats the first. One standard 52 card pack is used. Deal 17 cards to each player. The remaining card is tossed out of play for that particular game. Variation: play with a 54 card pack including big and little jokers as the top two trumps.

Deal 18 cards to each player. Each player, starting with the player to dealer's left, names a number called a bet. Each player's object is to win that number of tricks. Some people play that the total of the three bets cannot be 17 tricks - so that not everyone can make their bet exactly.

The player who has the 2 of clubs must lead it to the first trick. In the rare occasion that the 2 of clubs is out of play, the player with the 3 of clubs must lead it. The other two players must play a club not necessarily their lowest. A player who has no club may either:.

The player who wins a trick leads the next. The other two players must play a card of the suit led, or if either player has none of that suit, take with a spade or refuse with a non-spade. If neither of the other players has a card of the suit led and both play a spade then the higher spade wins. A player may not lead a spade until a spade has been used to take another trick led by a non spade.

Sets the amount awarded for making or subtracted for missing a bid of Nil. A bid of Blind Nil doubles these values. Controls the scoring for failed bids. Join games only. Full chat is also always available before and after games. Specifies an optional time limit for a player to bid. Automatically set in Play games. Specifies an optional time limit for a player to play a card. Spades Basics Spades is a trick-taking partnership game where players bid the number of tricks each expects to take.

The Deal Spades is commonly played with a standard card deck, 2 through Ace of each suit. Bidding Following the deal, each player bids by declaring the number of tricks they believe they can take. The player who takes the trick leads the next trick. Scoring Scores are computed at the end of each hand and points are awarded to each team as follows: If a team makes or exceeds their combined bid, they are awarded 10 points per bid. For example, if one member of the team bid 3 tricks and other bid 4 tricks and, combined, they took 8 tricks, they are awarded 70 points for 7 tricks bid.

If the team exceeds their combined bid, 1 point is added for each trick over their bid.



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